Sanguine Edge (3.5e Prestige Class)

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Author: Zhenra-Khal (talk)
Date Created: 3/31/2017
Status: Complete
Editing: Clarity edits only please
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A secretive mage-warrior who uses blood magic to heal and harm. 5 3 Good Good Poor Good

Alternate Magic,
"Other." is not in the list (Prepared Arcane Spellcasting, Spontaneous Arcane Spellcasting, Prepared Divine Spellcasting, Spontaneous Divine Spellcasting, Arcane Spellcasting, Divine Spellcasting, Prepared Spellcasting, Spontaneous Spellcasting, Alternate Magic, Psionics, ...) of allowed values for the "Class Ability" property.

Full


Sanguine Edge[edit]

"Some fight for honor, some fight for glory. It matters only that you fight."
—Aatrox, Tiefling Sanguine Edge, Magica Tenebris

The path of the Sanguine edge is a precarious perch on the line between life and death. You can take and give life with equal ease, yourself and your instrument of evisceration as one whole being the medium for these talents. Many follow this path in for the power, seeking to learn how to use the blood of their fallen foes to heal themselves and thus live to kill another day. Others wish to explore the spiritual aspect of it, using their own blood to heal others and studying the flow of life from one creature to another that perpetuates the universe. Either way, many find themselves shunned quite quickly, and thus tend to be very secretive and stealthy individuals.


Becoming a Sanguine Edge[edit]

Strength and Constitution are as important to a Sanguine Edge as their many casting ability score is, as Strength helps with their melee damage and Constitution gives them more blood and thus more power. Dexterity is also helpful for those Edges who do not seek out a way to cast spells whilst wearing armor, as well as helping with stealth skills for both scouting missions and escaping angry mobs.

Entry Requirements
Alignment: Must be nongood. Blood magic is generally considered an evil act in most societies, but your DM can rule otherwise, overriding this requirement.
Base Attack Bonus: +3.
Skills: Knowledge (Arcana) 6 ranks.
Spellcasting: Must be able to cast 1st-level Arcane spells.
Special: Must know and be able to cast the Blade Of Blood spell, and must be proficient with at least one Martial slashing weapon.

Table: The Sanguine Edge

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special Spellcasting
Fort Ref Will
1st +1 +2 +0 +2 Bloodied Blade +1 existing arcane spellcasting
2nd +2 +3 +0 +3 Donate Blood +1 existing arcane spellcasting
3rd +3 +3 +1 +3 Greater Bloodied Blade, Vampiric Edge +1 existing arcane spellcasting
4th +4 +4 +1 +4 Deathknell Strike +1 existing arcane spellcasting
5th +5 +4 +1 +4 Greater Vampiric Edge, Supreme Bloodied Blade +1 existing arcane spellcasting

Class Skills (4 + Int modifier per level.)
Balance (Dex), Concentration (Con), Craft (Int), Disguise (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (Arcana) (Religion) (The Planes) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Spellcraft (Int), Spot (Wis), Tumble (Dex).


Class Features[edit]

All of the following are class features of the Sanguine Edge.

Spellcasting: At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming a Sanguine Edge, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.


Bloodied Blade (Su): The first ability the Sanguine Edge learns is how to replicate the effects of the Blade Of Blood spell without casting a spell in the traditional fashion. As a swift action, the Sanguine Edge may sacrifice 5 hit points, dealing that amount of damage to themselves (Bypassing all damage reduction, resistance and immunity) to charge a slashing weapon they possess and can wield. This blade remains charged for a number of rounds equal to their caster level or until discharged. The spell discharges the next time the Edge successfully scores a melee attack with the weapon; When the spell discharges, it adds an additional 1d6 Positive Energy damage to the attack (This cannot be used to heal the target, but differs from the Blade Of Blood spell in that this effects undead creatures). However, if the additional damage from the Bloodied Blade (But not the damage from the weapon itself) is 5 or higher, the blade retains its charge for another attack, thus perpetuating itself as long as the Edge continues to successfully damage his target.

Once the Edge reaches 3rd level, this ability improves, allowing the Edge to sacrifice 10 hit points rather than 5; In doing so, the additional damage increases to 2d6. However, if the Bloodied Blade fails to deal more than 10 additional damage to the target, but deals more than 5, the charge drops to 1d6 extra damage. Furthermore, the Bloodied Blade can spend an additional 5 HP to Empower the additional damage, increasing it by 50%.

At 5th level, the Sanguine Edge's Bloodied Blade ability reaches its zenith. First, the Bloodied Blade ability can now deal 3d6 additional damage by sacrificing 15 HP, but as before, the charge drops if the attack fails to siphon at least 15 hit points. Finally, the Edge can Maximize the Bloodied Blade damage by sacrificing 10 additional HP on top of all previous costs. Thus a 5th-level Edge could spend a total of 30 HP to add 27 damage to his attacks, and thus have that additional damage perpetuate each round as long as he continues to land his attacks.

As a secondary benefit, the Sanguine Edge may spontaneously Empower or Maximize any castings of the Blade Of Blood spell at no increase in level or casting time by sacrificing health as described above, once he reaches 3rd and 5th levels, respectively. The bonus damage from Bloodied Blade does stack with the bonus damage from the Blade Of Blood; However, the Edge cannot perpetuate the spell as he would this ability.

This is a Necromancy effect.


(Su): At 2nd level, the Sanguine Edge learns to mend the wounds of others with his own blood. As a standard action with a range of touch, the Edge can heal a target. In doing so, the Edge chooses to take up to 5 damage per caster level (Bypassing all damage resistance, reduction and immunity), healing his target for the same amount. This is positive energy healing, but cannot be used to damage undead. This cannot heal a target beyond their maximum hit points; Any excess is wasted.

This is a Necromancy (Healing) effect, and counts as knowing the Blood Of The Martyr spell as an arcane spell for the purposes of prerequisites.


Vampiric Edge (Su): Beginning at 3rd level, the Sanguine Edge learns to heal himself with the vitality he steals from others, without depriving his blade of the same energy. This means that each time he successfully damages a target with his Bloodied Blade, he automatically heals for half the additional damage dealt. For example, if an Edge deals 6 additional damage, he would heal for 3 hit points instantly. This doesn't prevent his Bloodied Blade from recharging, but it does function even with the blade fails to deal enough damage to recharge itself.

At 5th level, this ability reaches its peak potential, allowing the Edge to heal for the full amount of additional damage dealt by his Bloodied Blade. Furthermore, once he hits his maximum hit points, the Edge retains any additional healing as energy for 1 minute. This additional healing isn't added to his own total, but can be bestowed to an ally in any amount by his Donate Blood ability without damaging himself (Or simply added to any healing he bestows using said ability).

This is a Necromancy (Healing) ability, and counts as knowing the Vampiric Touch spell as an arcane spell for the purposes of prerequisites.


Deathknell Strike (Su): At 4th level, the Sanguine Edge learns to empower himself from his enemy's final drops of blood. When the Sanguine Edge slays a living target who possesses at least as many HD as he does with his Bloodied Blade, the blade is automatically charged to maximum as if he had dealt the appropriate amount of damage (Whether he actually did or not), and the Edge gains an Enhancement bonus to Strength and Constitution equal to the target's total HD for 1 round per Caster Level. Multiple Enhancement bonuses do not stack; Only the strongest is used, though one must keep in mind the duration of each kill will also overlap, falling upon the next kill's energy once the previous duration runs out.

This is a Necromancy ability, and counts as knowing the Death Knell spell as an arcane spell for the purposes of prerequisites.

Campaign Information[edit]

Playing a Sanguine Edge[edit]

Combat: Sanguine Edges are frontline melee fighters, using their magic to tank damage whilst dealing it right back with every attack. They also make good backup healers, as long as they have the hitpoints with which to do so.

Advancement: Sanguine Edges often advance into many of the typical Gish prestige classes, including the Abjurant Champion most notably.

Resources: While they are a disorganized bunch, when two Edges meet on the road, they typically tend to help each other out unless they are competing for the same goal.


Sanguine Edges in the World[edit]

Where there is blood, there is power.
—Alori Vanatar, Elven Sanguine Edge


Most Sanguine Edges fit in right where other wandering sword-mages do; Though many Edges end up being villains as opposed to heroes, some turn their evil drive and hunger for blood into a weapon, turning the tide of battle with bloodlust and magic in a way few others can.

NPC Reactions: Most frown upon the use of blood magic until it saves their life.


Sanguine Edge Lore[edit]

Characters with ranks in Knowledge (Arcana) can research Sanguine Edges to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (Arcana)
DC Result
10 Sanguine Edges are a group of secretive mage-warriors who seek out the power within blood.
15 The Sanguine Edge's blade is a dangerous thing; The more cuts made, the more hungry the blade, as the saying goes.
20 Some Sanguine edges can even use their own blood to heal allies and use the blood of others to heal themselves.
25 A character who achieves this result knows the name, last known whereabouts and general tactics of a single notable Sanguine Edge.


Sanguine Edges in the Game[edit]

Sanguine Edges fall into much the same role as the Paladin, ironically enough; Smiting foes with bloody might and healing wounded allies.

Adaptation: A Very High balance, 10-level version of this class could have a blood pool, much like the Lifedrinker, and be able to use such to empower his Bloodied Blade and so forth, using the blood pool rather than his own HP.

Sample Encounter: I'll get around to this later. Will probably be a greatsword-wielding Tiefling...

EL <- whatever ->: Coming eventually.



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Article BalanceHigh +
AuthorZhenra-Khal +
Base Attack Bonus ProgressionGood +
Class AbilityAlternate Magic +
Class Ability ProgressionFull +
Fortitude Save ProgressionGood +
Identifier3.5e Prestige Class +
Length5 +
Minimum Level3 +
RatingUnrated +
Reflex Save ProgressionPoor +
SkillBalance +, Concentration +, Craft +, Disguise +, Heal +, Hide +, Intimidate +, Knowledge +, Listen +, Move Silently +, Profession +, Spellcraft +, Spot + and Tumble +
Skill Points4 +
SummaryA secretive mage-warrior who uses blood magic to heal and harm. +
TitleSanguine Edge +
Will Save ProgressionGood +